    <div class="refentry" id="gl_ClipDistance">
      <div class="titlepage"></div>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>gl_ClipDistance — provides a forward-compatible mechanism for vertex clipping</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>Declaration</h2>
        <p>
            <code class="varname">gl_ClipDistance</code> is a member of the
            <code class="varname">gl_PerVertex</code> named block:
        </p>
        <pre class="programlisting">    out gl_PerVertex {
        vec4 gl_Position;
        float gl_PointSize;
        float gl_ClipDistance[];
    };</pre>
        <p>
        </p>
        <p>
            In fragment shaders, it is intrinsically declared as:
            <code class="fieldsynopsis"><span class="modifier">in </span><span class="type">float </span><span class="varname">gl_ClipDistance[] </span>;</code>
        </p>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p>
            The <code class="varname">gl_ClipDistance</code> variable provides a forward compatible
            mechanism for controlling user clipping. The element <em class="parameter"><code>gl_ClipDistance</code></em>[<span class="emphasis"><em>i</em></span>]
            specifies a clip distance for each user clip plane <span class="emphasis"><em>i</em></span>. A distance of 0.0 means that
            the vertex is on the plane, a positive distance means that the vertex is insider the clip plane, and a negative
            distance means that the point is outside the clip plane. The clip distances will be linearly interpolated across
            the primitive and the portion of the primitive with interpolated distances less than 0.0 will be clipped.
        </p>
        <p>
            The <code class="varname">gl_ClipDistance</code> array is initially predeclared as unsized and must be
            sized by the shader either by redeclaring it with an explicit size, or by indexing it
            with only integral constant expressions. The array must be sized to include all
            clip planes that are enabled via the OpenGL API; if the size does not include all enabled planes,
            results are undefined. The size may be at most <code class="varname">gl_MaxClipDistances</code>. The number
            of varying components consumed by <code class="varname">gl_ClipDistance</code> will match the size of the
            array, no matter how many planes are enabled. The shader must also set all values in <code class="varname">gl_ClipDistance</code>
            that have been enabled via the OpenGL API, or results are undefined. Values written into
            <code class="varname">gl_ClipDistance</code> planes that are not enabled have no effect.
        </p>
        <p>
            In the vertex, tessellation evaluation and geometry languages, a single
            global instance of the <code class="varname">gl_PerVertex</code> named block is available and
            its <code class="varname">gl_ClipDistance</code> member is an output that receives the
            clip distances for the current vertex. It may be written at any time during shader execution.
            The value written to <code class="varname">gl_ClipDistance</code> will be used by primitive assembly,
            clipping, culling and other fixed functionality operations, if present, that operate on
            primitives after vertex processing has occurred.
        </p>
        <p>
            In the tessellation control language, the <code class="varname">gl_PerVertex</code> named block
            is used to construct an array, <code class="varname">gl_out[]</code>, whose <code class="varname">gl_ClipDistance</code>
            members hold clip distances for each of the control points, which become available as inputs to the subsequent
            tessellation evaluation shader.
        </p>
        <p>
            The value of <code class="varname">gl_ClipDistance</code> (or the <code class="varname">gl_ClipDistance</code> member of the <code class="varname">gl_out[]</code>
            array, in the case of the tessellation control shader)
            is undefined after the vertex, tessellation control, and tessellation evaluation
            shading stages if the corresponding shader executable does
            not write to gl_ClipDistance. It is also undefined after the geometry processing stage if the geometry shader executable calls
            <a class="citerefentry" href="EmitVertex"><span class="citerefentry"><span class="refentrytitle">EmitVertex</span></span></a> without having
            written <code class="varname">gl_ClipDistance</code> since the last call to <a class="citerefentry" href="EmitVertex"><span class="citerefentry"><span class="refentrytitle">EmitVertex</span></span></a>
            (or hasn't written it at all).
        </p>
        <p>
            In the tessellation control, tessellation evaluation and geoemetry languages,
            the <code class="varname">gl_PerVertex</code> named block is used to construct an array, <code class="varname">gl_in[]</code>
            of per-vertex or per-control point inputs whose content represents the corresponding
            outputs written by the previous stage. Only elements of the <code class="varname">gl_ClipDistance</code>
            array that correspond to enabled clip planes have defined values.
         </p>
      </div>
      {$pipelinestall}{$examples}
      <div class="refsect1" id="versions">
        <h2>Version Support</h2>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
            <colgroup>
              <col style="text-align: left; "/>
              <col style="text-align: center; " class="firstvers"/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; "/>
              <col style="text-align: center; " class="lastvers"/>
            </colgroup>
            <thead>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; ">

            </th>
                <th style="text-align: center; border-bottom: 2px solid ; " colspan="12">
                <span class="bold"><strong>OpenGL Shading Language Version</strong></span>
            </th>
              </tr>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>Variable Name</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>1.10</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>1.20</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>1.30</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>1.40</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>1.50</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.30</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.00</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.10</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.20</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.30</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.40</strong></span>
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.50</strong></span>
            </th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">gl_ClipDistance</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; ">✔</td>
              </tr>
            </tbody>
          </table>
        </div>
        <p>Versions 1.30 to 1.40 - vertex shader only.</p>
        <p>Versions 1.50 to 3.30 - vertex and geometry shaders only.</p>
      </div>
      <div class="refsect1" id="seealso">
        <h2>See Also</h2>
        <p>
            <a class="citerefentry" href="gl_CullDistance"><span class="citerefentry"><span class="refentrytitle">gl_CullDistance</span></span></a>,
            <a class="citerefentry" href="gl_PointSize"><span class="citerefentry"><span class="refentrytitle">gl_PointSize</span></span></a>
        </p>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright © 2011-2014 Khronos Group.
            This material may be distributed subject to the terms and conditions set forth in
            the Open Publication License, v 1.0, 8 June 1999.
            <a class="link" href="https://opencontent.org/openpub/" target="_top">https://opencontent.org/openpub/</a>.
        </p>
      </div>
    </div>
